By derpface123 Go To PostFunknown always makes fun of me like I'm some lesser being.lol it's how I express my luv
Spoiler alert: I am.
By -Ryn Go To PostNow I'm just confused :(
Unless you're referring to the ENT thing lol
By db Go To PostPlayer feedback to know I'm pressing and holding a button? What?I assume you're older than me. Even then, I'm from a similar era as you. 10+ years ago, video games didn't have anything close to the player feedback they have now. And for many people, that was fine. They lived with the lack of it. But the reasoning behind player feedback is that even though we use a controller (or keyboard), there's still a disconnect from the controller to the screen. Sure, we push a button or move an analog stick, but something typically happens immediately. For an action that requires you to hold down a button, you can press and hold down the button, and still be completely oblivious to whether you're doing something or not. (Even as simple as picking up a weapon).
Take Call of Duty for example. Most of its contributions to the modern shooter are "completely pointless". Why do we need hitmarkers? Why do we need a sound for the hitmarker if there's already a hitmarker? Why do I need confirmation in the center of my screen I got the kill? Why do I need the value of points I got for doing an action in the center of the screen? Why does the game need to let me know I've ranked up in the middle of a match? Why does the game need to tell me what button to use for a killstreak?
Because we do not exist in the world we control when playing a video game, feedback that we are making an impact on that world in some form is paramount. Much of the player feedback systems in place for all games are "pointless" if you single them out. If you view it as a complete package with the other feedback systems working in tandem, then you have a cohesive experience where the player is more empowered and more sure about what they are doing, even if it's as something as basic as a tiny little meter for picking up a weapon.
It's comparable to the five senses.
Hopefully I've explained this well enough, and if I have, then I also hope you can at least empathize with why the system is in place.
Hey you and a couple others are the ones doing your damndest to defend a completely useless UI implementation.You're asking us questions that have us share our thoughts on it. I'm not saying you have to like it. If you hate it, then keep on hating it.
Man, what the fuck. Can we please be nice and respectful to people, even if they are new-ish to the series and don't get details correct? Shit, especially if they are new? Then the circle jerk gaf-like piling on... Got damn.
It's fucking pointless and doesn't give any information. If it's instantaneous like it has been for 14 years, then there isn't a fucking reason for it to be there.
Well said Lord of Admirals. The reason the pick up meter is good is strictly because it is for a button hold action and not a button press. With button hold actions you could hold the button for a moment and nothing immediately happens so you aren't sure if the game registers you holding it, but the meter shows the player "We recognize you have started holding the button and the instant this meter fills to form a complete circle, the weapon will be picked up."
It's for clarity and it is way too small and situational to be considered clutter in my opinion.
No button hold action is instantaneous so it is worth having if you ask me.
It's for clarity and it is way too small and situational to be considered clutter in my opinion.
No button hold action is instantaneous so it is worth having if you ask me.
By Ragnarok Flames Go To PostIt's fucking pointless and doesn't give any information. If it's instantaneous like it has been for 14 years, then there isn't a fucking reason for it to be there.Is the sound effect of firing your gun not pointless too? What about the visual effect of the gun firing? We already have the bullet flying from the gun, why have information that clearly doesn't need to be there?
This is a point where criticisms become entirely trivial.
Also, it hasn't been instantaneous for 14 years. "Hold X to Pick Up XXX". It's why you could always reload your current gun even if you were standing over another one.
I went to sleep for 4 hours and I come back to this!? Wind, you can tell you're living in Britain - Some seriously brit-esque choice phrases there. Why don't you calm down, it's only bants, and let's all go for a cheeky nandos, yeah?
RE: The infamous pick up meter - I agree with Rag on this one - I imagine it's something there for new players....it does feel a little superfluous.
GOOD NEWS THOUGH! If we're niggling about a fucking pick up meter, 2 months from launch...not too much to complain about, right?
(Ah shit, totally just jinxed it)
RE: The infamous pick up meter - I agree with Rag on this one - I imagine it's something there for new players....it does feel a little superfluous.
GOOD NEWS THOUGH! If we're niggling about a fucking pick up meter, 2 months from launch...not too much to complain about, right?
(Ah shit, totally just jinxed it)
Wow, mom leaves you alone for 24 hours and what? You bitches on the rag at the same time? LOL!
In other news, someone asked about headsets. That spectacular piece that came with the xbone had the mic die on me (SHOCKER!) so I ran to gamestop intending to get a good wireless one.
They were fresh out of the one I wanted, but had a PDP Karga Afterglow in blue for $60.00 + tax. I like them and they fit my fat head. Sensei, did I err? Picture below:
In other news, someone asked about headsets. That spectacular piece that came with the xbone had the mic die on me (SHOCKER!) so I ran to gamestop intending to get a good wireless one.
They were fresh out of the one I wanted, but had a PDP Karga Afterglow in blue for $60.00 + tax. I like them and they fit my fat head. Sensei, did I err? Picture below:
By LoopOfHenle Go To PostMan, what the fuck. Can we please be nice and respectful to people, even if they are new-ish to the series and don't get details correct? Shit, especially if they are new? Then the circle jerk gaf-like piling on… Got damn.Joking aside*, I'd like to think we're all secretly friends/acquaintances/frienemies here. Anyone who came to this forum to post, and continues posting, is a-ok in my book. Not that those who didn't come aren't, but despite FollowTheWind being the first and only one really showing anger by dropping the first f-bomb etc., he has a chance to let it go. Now it's his choice where to take it.
He had two options: To flip out or actually read what Eugn and others have been saying and respond in a manner that doesn't support how they're claiming you to be. He chose the former. Eugn doesn't just call anyone an idiot, although he has said some outlandish things himself, maybe, IIRC, possibly, so I believe that at least should be considered.
FollowTheWind will become a stronger human bean because of this moment, and we should all be grateful to be a part of human progression. Ragnarok, for example, could have typed at least 2 more "fuckings" in this post, but he only went with two:
By Ragnarok Flames Go To PostIt's fucking pointless and doesn't give any information. If it's instantaneous like it has been for 14 years, then there isn't a fucking reason for it to be there.Progress.
By FUNKNOWN iXi Go To PostJoking aside*, I'd like to think we're all secretly friends/acquaintances/frienemies here. Anyone who came to this forum to post, and continues posting, is a-ok in my book. Not that those who didn't come aren't, but despite FollowTheWind being the first and only one really showing anger by dropping the first f-bomb etc., he has a chance to let it go. Now it's his choice where to take it.God damn. My sides.
He had two options: To flip out or actually read what Eugn and others have been saying and respond in a manner that doesn't support how they're claiming you to be. He chose the former. Eugn doesn't just call anyone an idiot, although he has said some outlandish things himself, maybe, IIRC, possibly, so I believe that at least should be considered.
FollowTheWind will become a stronger human bean because of this moment, and we should all be grateful to be a part of human progression. Ragnarok, for example, could have typed at least 2 more "fuckings" in this post, but he only went with two:
Progress.
If we weren't all chopping at the bit to get this game, and weren't agonizingly going over every detail in each new video we get, almost nobody would even notice (let alone care).
I agree that it's pointless information that adds nothing but a visualization to an action, but it's pretty whatever. Saying shit like "well then the gun making noises or visualizations when firing is arbitrary too!" is asinine. I mean come on.
I agree that it's pointless information that adds nothing but a visualization to an action, but it's pretty whatever. Saying shit like "well then the gun making noises or visualizations when firing is arbitrary too!" is asinine. I mean come on.
Except the meter doesnt really provide that much player feedback, that's what the animation of actually picking up the weapon is for. It doesnt really bother me, but it seems kinda pointless.
There is no actual point to it unless there are different lengths of time you need to hold the button to pick up other weapons. Honestly a meter on loading a weapon would be far more useful.
By db Go To PostThere is no actual point to it unless there are different lengths of time you need to hold the button to pick up other weapons. Honestly a meter on loading a weapon would be far more useful.
This I'd be cool with. But Rag would say "scrubs should learn how many frames each gun requires to reload, what's this fucking handholding bullshit?" <3
We need a second beta. Hook us up Frankie. Put up the Warzone beta with Escape from ARC that you have been showing for months now on the Xbox Store in September for a few days to build hype and let people who can't make it to these primarily West Coast-based events try it for themselves. We would be ever so grateful.
By guybones Go To Postcan't believe we are talking about a tiny meter. tiny dicked babies imo.Listen, buddy, if you're gonna shitpost then at least do it fabulously, like me.
By db Go To PostHonestly a meter on loading a weapon would be far more useful.Now that I can get behind.
By GringoSuave89 Go To PostIf we weren't all chopping at the bit to get this game, and weren't agonizingly going over every detail in each new video we get, almost nobody would even notice (let alone care).I never said it was arbitrary.
I agree that it's pointless information that adds nothing but a visualization to an action, but it's pretty whatever. Saying shit like "well then the sound your gun makes is arbitrary too!" is asinine. I mean come on.
The sound a gun makes, the muzzle flash it makes, it's all player feedback. The red directional arrows of telling you where you got hit from, the sound of your shields blaring, the thwack of getting hit by a bullet, the noise produced when switching grenades, it's all player feedback.
If they are not player feedback, then what are they? Pointless feature that exist purely for immersion?
By db Go To PostThere is no actual point to it unless there are different lengths of time you need to hold the button to pick up other weapons. Honestly a meter on loading a weapon would be far more useful.Where would you put the meter?
By Lord of Admirals Go To PostI never said it was arbitrary.
The sound a gun makes, the muzzle flash it makes, it's all player feedback. The red directional arrows of telling you where you got hit from, the sound of your shields blaring, the thwack of getting hit by a bullet, the noise produced when switching grenades, it's all player feedback.
If they are not player feedback, then what are they? Pointless feature that exist purely for immersion?
What you listed above is most certainly player feedback. An icon for switching weapons? That's pointless. Hell, it's not even for immersion. If the action/animation is the proper length, such an animation isn't needed. The only reasons to add it would be:
- design flourish
- the pickup time now takes longer so as to prevent picking up the wrong weapon
I personally don't care if it's for either of those reasons, hell, player feedback in testing could have shown the animation is a godsend. But I'm not privy to that information, so for now, it's a pointless change in my opinion.
By Lord of Admirals Go To PostWhere would you put the meter?
hypothetically? the active reload gauge from GOW, without the mechanic. Right under the ammo counter works.
You don't need a meter for reloading, it's first person so just watch the animation. Holding to pick up a weapon has no animation, you just stand still doing nothing until after a second the weapon is picked up and you see its draw animation.
By GringoSuave89 Go To PostWhat you listed above is most certainly player feedback. An icon for switching weapons? That's pointless. Hell, it's not even for immersion. If the action/animation is the proper length, such an animation isn't needed. The only reasons to add it would be:Let me use Destiny for example. The noise and visual effect produced when decrypting an engram is entirely unrelated to the core gameplay experience. Yet it exists. You could easily argue that such effects serve no purpose as they do not relay critical information to the player that doesn't currently exist in the form of a new item presenting itself with text on the screen to tell you what it is. The reason it exists in the game is because player feedback is satisfying/useful to the player no matter how trivial it is because we don't have the luxury to get into the game and manipulate things in a way that directly sends signals to out brain.
- design flourish
- the pickup time now takes longer so as to prevent picking up the wrong weapon
I personally don't care if it's for either of those reasons, hell, player feedback in testing could have shown the animation is a godsend. But I'm not privy to that information, so for now, it's a pointless change in my opinion.
I don't mean to continue the debate though when it needn't continue. Your stance is fair, and you bring up a very valid point that we don't even know why 343i implemented the feature in the first place.
I'd also like to use this post to make clear that I'm not arguing for the weapon pick-up meter's existence (as I am neutral on the matter), but merely trying to provide a means of empathizing with the designers and the "pointless" decisions they make as most gamers never think hard or deeply about features that have become commonplace or expected pillars.
By GringoSuave89 Go To Posthypothetically? the active reload gauge from GOW, without the mechanic. Right under the ammo counter works.That's where I was thinking too.
That spot of real estate on the screen isn't used much by the player for other things to begin with. But Gears of War gets extra validity for such a feature in my eyes as you have the special reload mechanic.
Speaking of which, I wouldn't be opposed to seeing that implemented in Halo (minus the bonus damage).
By Cliq Go To PostCompromise? Have an option to turn it off like medals?
At this rate, we'd have toggles for half the game.
By FUNKNOWN iXi Go To Postlol it's how I express my luv
<3
By Lord of Admirals Go To PostIs the sound effect of firing your gun not pointless too? What about the visual effect of the gun firing? We already have the bullet flying from the gun, why have information that clearly doesn't need to be there?That's a terrible comparison dude. Weapon feedback such as sound and muzzle flashes effect more than the playe using them. They aren't just there because they're pretty. They provide feedback to other players so they can recognize what weapon is being used, how far away it is, from what direction and so forth. You can't really make that argument for the weird little meter thing.
This is a point where criticisms become entirely trivial.
Also, it hasn't been instantaneous for 14 years. "Hold X to Pick Up XXX". It's why you could always reload your current gun even if you were standing over another one.
Picking up a weapon is almost instantaneous so unless they lengthen the time it takes to pick up a weapon or get in in a vehicle like Destiny does, there's no point to it other than being pretty. In Destiny it has a useful function because certain things take longer to pick up.
Again though it's not a big thing for me. If you like it cool but don't defend it with bad arguments giving it more credit than it actually deserves.
TUH SOO MEE UH!
ggs
So this was a wtf moment tonight: http://xboxclips.com/YourExWife+ohhh/6ca15af1-967f-465d-b1e2-f2aba6e12e2b
ggs
So this was a wtf moment tonight: http://xboxclips.com/YourExWife+ohhh/6ca15af1-967f-465d-b1e2-f2aba6e12e2b
By YourExWife Go To PostTUH SOO MEE UH!Where's the body...
ggs
So this was a wtf moment tonight: http://xboxclips.com/YourExWife+ohhh/6ca15af1-967f-465d-b1e2-f2aba6e12e2b
By -Ryn Go To PostWhere's the body…Person got killed beneath the base and the sword and nades came through the floor as a present.
Some new desktop wallpaper material here boys:
https://www.reddit.com/r/halo/comments/3it3ne/not_sure_if_an_image_like_this_has_been_created/
https://www.reddit.com/r/halo/comments/3it3ne/not_sure_if_an_image_like_this_has_been_created/
By Lord of Admirals Go To PostI assume you're older than me. Even then, I'm from a similar era as you. 10+ years ago, video games didn't have anything close to the player feedback they have now. And for many people, that was fine. They lived with the lack of it. But the reasoning behind player feedback is that even though we use a controller (or keyboard), there's still a disconnect from the controller to the screen. Sure, we push a button or move an analog stick, but something typically happens immediately. For an action that requires you to hold down a button, you can press and hold down the button, and still be completely oblivious to whether you're doing something or not. (Even as simple as picking up a weapon).
Take Call of Duty for example. Most of its contributions to the modern shooter are "completely pointless". Why do we need hitmarkers? Why do we need a sound for the hitmarker if there's already a hitmarker? Why do I need confirmation in the center of my screen I got the kill? Why do I need the value of points I got for doing an action in the center of the screen? Why does the game need to let me know I've ranked up in the middle of a match? Why does the game need to tell me what button to use for a killstreak?
Because we do not exist in the world we control when playing a video game, feedback that we are making an impact on that world in some form is paramount. Much of the player feedback systems in place for all games are "pointless" if you single them out. If you view it as a complete package with the other feedback systems working in tandem, then you have a cohesive experience where the player is more empowered and more sure about what they are doing, even if it's as something as basic as a tiny little meter for picking up a weapon.
It's comparable to the five senses.
Hopefully I've explained this well enough, and if I have, then I also hope you can at least empathize with why the system is in place.
You're asking us questions that have us share our thoughts on it. I'm not saying you have to like it. If you hate it, then keep on hating it.
10/10 on this post. Would read again.
The pickup meter is quite unobtrusive, and gives a nice little notification. I tend to appreciate player feedback in shooters, so I'll probably end up being glad that it's there once I've started playing the game 👍.
By YourExWife Go To PostPerson got killed beneath the base and the sword and nades came through the floor as a present.Breaking the laws of the universe to give you their sword. That's some star crossed lover shit. Or just a very convenient glitch.
By Wesleyshark Go To Post10/10 on this post. Would read again.Wes you appreciate anything in shooters.
The pickup meter is quite unobtrusive, and gives a nice little notification. I tend to appreciate player feedback in shooters, so I'll probably end up being glad that it's there once I've started playing the game 👍.
<3
So I doubt many would care what some random guy like me on here thinks about a small harmless animation, but it's ENT, so I shall share anyway.
First, say for instance that in-game you have to hold down the same button for a much longer period (comparably) to cause some action. If 343i has chosen to use this animation for that, then that makes sense and is great. From what I understand from the arguments, there are two big ones against this hold meter for weapon pick-up:
1. It's "pointless" for such a short timelapse of weapon pick-up, and
2. It breaks immersion
For #1, I view it simply as consistency. If you're using the animation for some hold actions mapped to the button, then I feel it is completely proper to always use the animation for hold actions mapped to that button. If it's a long hold, then it makes sense, and if it's a short hold, then it's not a big deal that it's there. If you're really so opinionated that it still not be there just because it's only for aesthetics (again, I'd argue its aesthetic and for consistency), then I guess we need to get rid of the HUD flourishes (heaven forbid they add a new HUD design for every playable Spartan character), or all of the nice little trinkets in the vehicle cockpits that serve no purpose other than aesthetic, etc. Adding something primarily for aesthetic (whether immersive aesthetic, or instructive aesthetic) is a fine choice to make, assuming only that it doesn't somehow break the game or become some huge distraction (read the next point for clarification).
For #2, there's an issue I have with believing that the short hold meter will actually continually break immersion in-game. First let me point out that if a hold meter breaks immersion to this* degree, then so too should the prompt to even press a button that, in-universe, would make no sense to be displayed in the HUD. Secondly, even if it (and/or even the button prompt) initially breaks immersion, once you know what you're to do for a game and get injected into the game, you completely overlook all prompts for such repetititve actions. You'll either never notice it, or you'll notice it all the time, which again should be also true for a simple button prompt. Either your immersion-breaking awareness is going to easily get over it, or you've had a problem with Halo since CE (unless you play with the Blind Skull) and have a problem with most all other games on the market.
Look, if you personally don't like it, I'm not calling names or anything. That's fine. I'm just saying that by-and-large, there's nothing wrong with it.
* this = multiple pages of people yabbering on about something that is a ridiculous premise (aforementioned).
First, say for instance that in-game you have to hold down the same button for a much longer period (comparably) to cause some action. If 343i has chosen to use this animation for that, then that makes sense and is great. From what I understand from the arguments, there are two big ones against this hold meter for weapon pick-up:
1. It's "pointless" for such a short timelapse of weapon pick-up, and
2. It breaks immersion
For #1, I view it simply as consistency. If you're using the animation for some hold actions mapped to the button, then I feel it is completely proper to always use the animation for hold actions mapped to that button. If it's a long hold, then it makes sense, and if it's a short hold, then it's not a big deal that it's there. If you're really so opinionated that it still not be there just because it's only for aesthetics (again, I'd argue its aesthetic and for consistency), then I guess we need to get rid of the HUD flourishes (heaven forbid they add a new HUD design for every playable Spartan character), or all of the nice little trinkets in the vehicle cockpits that serve no purpose other than aesthetic, etc. Adding something primarily for aesthetic (whether immersive aesthetic, or instructive aesthetic) is a fine choice to make, assuming only that it doesn't somehow break the game or become some huge distraction (read the next point for clarification).
For #2, there's an issue I have with believing that the short hold meter will actually continually break immersion in-game. First let me point out that if a hold meter breaks immersion to this* degree, then so too should the prompt to even press a button that, in-universe, would make no sense to be displayed in the HUD. Secondly, even if it (and/or even the button prompt) initially breaks immersion, once you know what you're to do for a game and get injected into the game, you completely overlook all prompts for such repetititve actions. You'll either never notice it, or you'll notice it all the time, which again should be also true for a simple button prompt. Either your immersion-breaking awareness is going to easily get over it, or you've had a problem with Halo since CE (unless you play with the Blind Skull) and have a problem with most all other games on the market.
Look, if you personally don't like it, I'm not calling names or anything. That's fine. I'm just saying that by-and-large, there's nothing wrong with it.
* this = multiple pages of people yabbering on about something that is a ridiculous premise (aforementioned).
By guybones Go To Postcan't believe we are talking about a tiny meter. tiny dicked babies imo.
By Sikamikanico Go To PostWould be nice….
wut
By derpface123 Go To PostYou don't need a meter for reloading, it's first person so just watch the animation. Holding to pick up a weapon has no animation, you just stand still doing nothing until after a second the weapon is picked up and you see its draw animation.
"it's helpful because picking up weapons has never been animated in the past - example: note that when you pick up a weapon, it magically appears in your hands, almost as though you've just picked it up"
I know for a fact in FPS's where I try to pick up a weapon from the floor in a stressful area, I do my best to pick it up as fast as possible, and occasionally I miss it and have to walk back and pick it up. Now this is a very rare occasion, but there are a lot of things you can argue is for player feedback, but really is just for aesthetics and general feel.
They don't have to add the spartans helmet silhouette, or apply that popping sound (I love it so much best thing about Halo 5) to a headshot kill, but they do anyways because it increases the good feels.
It's the small details which counts.
They don't have to add the spartans helmet silhouette, or apply that popping sound (I love it so much best thing about Halo 5) to a headshot kill, but they do anyways because it increases the good feels.
It's the small details which counts.
By derpface123 Go To PostWhat's the ETA on that Checkspectations level 4 event?
Didn't he say 4 day un-anniversary a couple days ago?
I thought it was Sunday or Monday. Hoping to see the rig after that write up. Sounds like a really promising map.
By derpface123 Go To PostWhat's the ETA on that Checkspectations level 4 event?He tweeted this on the 25th:
https://twitter.com/franklez/status/635959361089605632
So presumably it will be Tuesday.
Whenever I see attempts to "modernize" Mark V I feel like it ends up looking silly or dated, but then I see stuff like this:
and I'm just like THIS WILL NEVER BE TOPPED
...save for maybe the ammo pouches. I actually kind of like how Halo Legends did it, where they just jammed their magazines into spare ammo compartments hidden in their thigh plating. Feels a little more futuristic, and it kinda sorta not really explains how dual-wielding reloading worked in Halo 3.
and I'm just like THIS WILL NEVER BE TOPPED
...save for maybe the ammo pouches. I actually kind of like how Halo Legends did it, where they just jammed their magazines into spare ammo compartments hidden in their thigh plating. Feels a little more futuristic, and it kinda sorta not really explains how dual-wielding reloading worked in Halo 3.
By Wahrer Go To PostWhenever I see attempts to "modernize" Mark V I feel like it ends up looking silly or dated, but then I see stuff like this:
and I'm just like THIS WILL NEVER BE TOPPED
…save for maybe the ammo pouches. I actually kind of like how Halo Legends did it, where they just jammed their magazines into spare ammo compartments hidden in their thigh plating. Feels a little more futuristic, and it kinda sorta not really explains how dual-wielding reloading worked in Halo 3.
Is that fan art or something?
In that very screenshot I prefer Mark VI. I liked Mark V's design in Reach and I hope it's in H5 for the people who really like it, but I don't see myself using it that much, especially since I know I'll have Mark VI on day 1.
The best part of Mark V is the helmet. The body armor, shoulders and WWE championship belt of ammo packs don't really speak to me.
The best part of Mark V is the helmet. The body armor, shoulders and WWE championship belt of ammo packs don't really speak to me.